mirror of https://github.com/axmolengine/axmol.git
161 lines
4.7 KiB
Plaintext
161 lines
4.7 KiB
Plaintext
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "DeviceMTL.h"
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#include "CommandBufferMTL.h"
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#include "BufferMTL.h"
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#include "RenderPipelineMTL.h"
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#include "ShaderModuleMTL.h"
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#include "DepthStencilStateMTL.h"
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#include "TextureMTL.h"
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#include "ProgramMTL.h"
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#include "DeviceInfoMTL.h"
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#include "RenderTargetMTL.h"
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#include "base/ccMacros.h"
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#include "renderer/backend/ProgramManager.h"
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NS_AX_BACKEND_BEGIN
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CAMetalLayer* DeviceMTL::_metalLayer = nil;
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id<CAMetalDrawable> DeviceMTL::_currentDrawable = nil;
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Device* Device::getInstance()
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{
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if (!Device::_instance)
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Device::_instance = new DeviceMTL();
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return Device::_instance;
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}
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void DeviceMTL::setCAMetalLayer(CAMetalLayer* metalLayer)
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{
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DeviceMTL::_metalLayer = metalLayer;
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}
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id<CAMetalDrawable> DeviceMTL::getCurrentDrawable()
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{
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if (!DeviceMTL::_currentDrawable)
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DeviceMTL::_currentDrawable = [DeviceMTL::_metalLayer nextDrawable];
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return DeviceMTL::_currentDrawable;
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}
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void DeviceMTL::resetCurrentDrawable()
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{
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DeviceMTL::_currentDrawable = nil;
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}
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DeviceMTL::DeviceMTL()
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{
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_mtlDevice = DeviceMTL::_metalLayer.device;
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_mtlCommandQueue = [_mtlDevice newCommandQueue];
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_deviceInfo = new DeviceInfoMTL(_mtlDevice);
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if (!_deviceInfo->init())
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{
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delete _deviceInfo;
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_deviceInfo = nullptr;
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}
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}
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DeviceMTL::~DeviceMTL()
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{
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ProgramManager::destroyInstance();
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delete _deviceInfo;
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_deviceInfo = nullptr;
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}
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CommandBuffer* DeviceMTL::newCommandBuffer()
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{
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return new CommandBufferMTL(this);
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}
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Buffer* DeviceMTL::newBuffer(std::size_t size, BufferType type, BufferUsage usage)
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{
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return new BufferMTL(_mtlDevice, size, type, usage);
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}
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TextureBackend* DeviceMTL::newTexture(const TextureDescriptor& descriptor)
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{
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switch (descriptor.textureType)
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{
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case TextureType::TEXTURE_2D:
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return new TextureMTL(_mtlDevice, descriptor);
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case TextureType::TEXTURE_CUBE:
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return new TextureCubeMTL(_mtlDevice, descriptor);
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default:
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AXASSERT(false, "invalidate texture type");
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return nullptr;
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}
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}
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RenderTarget* DeviceMTL::newDefaultRenderTarget(TargetBufferFlags rtf)
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{
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auto rtGL = new RenderTargetMTL(true);
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rtGL->setTargetFlags(rtf);
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return rtGL;
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}
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RenderTarget* DeviceMTL::newRenderTarget(TargetBufferFlags rtf,
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TextureBackend* colorAttachment,
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TextureBackend* depthAttachment,
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TextureBackend* stencilAttachhment)
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{
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auto rtMTL = new RenderTargetMTL(false);
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rtMTL->setTargetFlags(rtf);
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RenderTarget::ColorAttachment colors{{colorAttachment, 0}};
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rtMTL->setColorAttachment(colors);
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rtMTL->setDepthAttachment(depthAttachment);
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rtMTL->setStencilAttachment(stencilAttachhment);
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return rtMTL;
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}
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ShaderModule* DeviceMTL::newShaderModule(ShaderStage stage, std::string_view source)
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{
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return new ShaderModuleMTL(_mtlDevice, stage, source);
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}
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DepthStencilState* DeviceMTL::newDepthStencilState()
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{
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return new DepthStencilStateMTL(_mtlDevice);
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}
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RenderPipeline* DeviceMTL::newRenderPipeline()
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{
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return new RenderPipelineMTL(_mtlDevice);
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}
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Program* DeviceMTL::newProgram(std::string_view vertexShader, std::string_view fragmentShader)
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{
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return new ProgramMTL(vertexShader, fragmentShader);
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}
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void DeviceMTL::setFrameBufferOnly(bool frameBufferOnly)
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{
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[DeviceMTL::_metalLayer setFramebufferOnly:frameBufferOnly];
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}
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NS_AX_BACKEND_END
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